/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_TRIGGER_H__ #define __GAME_TRIGGER_H__ #include "gamesys/Event.h" #include "Entity.h" extern const idEventDef EV_Enable; extern const idEventDef EV_Disable; /* =============================================================================== Trigger base. =============================================================================== */ class idTrigger : public idEntity { public: CLASS_PROTOTYPE( idTrigger ); static void DrawDebugInfo( void ); idTrigger(); void Spawn( void ); const function_t * GetScriptFunction( void ) const; void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Enable( void ); virtual void Disable( void ); protected: void CallScript( void ) const; void Event_Enable( void ); void Event_Disable( void ); const function_t * scriptFunction; }; /* =============================================================================== Trigger which can be activated multiple times. =============================================================================== */ class idTrigger_Multi : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Multi ); idTrigger_Multi( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); protected: //ivan - was private: float wait; float random; float delay; float random_delay; int nextTriggerTime; idStr requires; int removeItem; bool touchClient; bool touchOther; bool triggerFirst; bool triggerWithSelf; bool CheckFacing( idEntity *activator ); virtual void TriggerAction( idEntity *activator ); //ivan - virtual added void Event_TriggerAction( idEntity *activator ); void Event_Trigger( idEntity *activator ); void Event_Touch( idEntity *other, trace_t *trace ); }; //ivan start /* =============================================================================== idTrigger_Interact =============================================================================== */ //const int MAX_TRIGINT_MODES = 2; class idTrigger_Interact : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Interact ); idTrigger_Interact( void ); void Spawn( void ); virtual bool CanInteract( int flags ) const; void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); protected: float wait; int nextInteractTime; int interactFlags; bool triggerFirst; virtual void InteractionAction( idPlayer *player, int flags ); void Event_Trigger( idEntity *activator ); void Event_Interact( idEntity *activator, int flags ); void Event_Touch( idEntity *other, trace_t *trace ); }; //ivan end /* =============================================================================== Trigger which can only be activated by an entity with a specific name. =============================================================================== */ class idTrigger_EntityName : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_EntityName ); idTrigger_EntityName( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); private: float wait; float random; float delay; float random_delay; int nextTriggerTime; bool triggerFirst; idStr entityName; void TriggerAction( idEntity *activator ); void Event_TriggerAction( idEntity *activator ); void Event_Trigger( idEntity *activator ); void Event_Touch( idEntity *other, trace_t *trace ); }; /* =============================================================================== Trigger which repeatedly fires targets. =============================================================================== */ class idTrigger_Timer : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Timer ); idTrigger_Timer( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Enable( void ); virtual void Disable( void ); private: float random; float wait; bool on; float delay; idStr onName; idStr offName; void Event_Timer( void ); void Event_Use( idEntity *activator ); }; /* =============================================================================== Trigger which fires targets after being activated a specific number of times. =============================================================================== */ class idTrigger_Count : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Count ); idTrigger_Count( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); private: int goal; int count; float delay; void Event_Trigger( idEntity *activator ); void Event_TriggerAction( idEntity *activator ); }; /* =============================================================================== Trigger which hurts touching entities. =============================================================================== */ class idTrigger_Hurt : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Hurt ); idTrigger_Hurt( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); private: bool on; float delay; int nextTime; void Event_Touch( idEntity *other, trace_t *trace ); void Event_Toggle( idEntity *activator ); }; /* =============================================================================== Trigger which fades the player view. =============================================================================== */ class idTrigger_Fade : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Fade ); private: void Event_Trigger( idEntity *activator ); }; /* =============================================================================== Trigger which continuously tests whether other entities are touching it. =============================================================================== */ class idTrigger_Touch : public idTrigger { public: CLASS_PROTOTYPE( idTrigger_Touch ); idTrigger_Touch( void ); void Spawn( void ); virtual void Think( void ); void Save( idSaveGame *savefile ); void Restore( idRestoreGame *savefile ); virtual void Enable( void ); virtual void Disable( void ); void TouchEntities( void ); private: idClipModel * clipModel; void Event_Trigger( idEntity *activator ); }; #endif /* !__GAME_TRIGGER_H__ */